Sunday, July 28, 2013
Azriel's Mantle
The relics known as Azriel's Mantle were first worn by a Sergeant at Arms in the Eye's early years. In those times, it was the duty of the Sergeant to assemble a fighting force to deal with the bands of roving undead or Kellid barbarians that the Dukes of the land would ignore.
Azriel took the title and office duties one step further and would ride into several villages conscripting the young sons and daughters of Eye members into fighting groups, and lead them on raids into areas controlled by covens of hags, undead wizards, or packs of wild men and beasts. Azriel lost his life fighting against the packs of wild men and orc tribes raiding the border of Canterwall and the badlands to the west. His mask and cloak of office were recovered by an unknown apprentice and returned to the Council in Lepistadt. Since then they have been awarded to officers of the Eye who have shown a sense of honor and duty to the people of Ustalav above and beyond what is expected.
In game terms Azriel's Mantle is two different magic items. A +1 cloak of resistance and a magical mask. The mask provides a +2 to intimidate checks when worn, 1hour/day the wearer gains dark vision and 1round/ hit die of the wearer/ day the wearer gains detect living or undead. These two abilities may be activated as free actions. The type of detect used is chosen at the time of activation.
M
Tuesday, July 16, 2013
Lepidstadt University, the Brazen Skull and Ventriloquist's Pulpit.
Lepidstadt University: Ustalav’s internationally renowned center of learning, Lepidstadt University endorses the so-called “mortal sciences,” espousing the ability of medicine, mathematics, and the sciences to unveil wonders rivaling the miracles of magic. Presided over by dean Acciani Viacarri, the campus includes the Laurelgauge Library, Vighkeir Hall, the Treyes Museum of Antiquities, half of the nearby Fort Cindercairn, and various other lecture halls and dormitories, including the prestigious Varlyn Assembly and Lecture Suites in Ventriloquist's Pulpit .
Aside from its faculty’s advances in the understanding of anatomy and medicine, the school is also known for its numerous dueling fraternities, brotherhoods like Gateguard and Malkenclaw that pride themselves on teaching the artistry and honor of swordsmanship. Before graduation, fraternity members meet, unarmored, upon Fifthstones Hill (the city’s southern rise), and duel their fellows one at a time until cut upon the face. Such “Lepidstadt scars” are held as marks of pride and prowess recognized by duelists throughout the world.
Brazen Skull: A favorite pub of members of the university’s dueling fraternities, the Brazen Skull holds the rapiers of famed alumni in places of honor upon the taproom walls, arranged in ranks like deadly tally marks. Above the hearth’s forest of trophies hangs the blade of owner Kaysia Cazynsik and a bronzed stone giant skull said to shed a single tear every time a member of one of the university’s dueling brotherhoods dies. DM's Note: Andrezi Galdana has been banned for life from the Brazen Skull for Dueling three different students from three different fraternities to the death while on it's grounds.
Ventriloquist’s Pulpit: Situated near the city’s heart, the Ventriloquist’s Pulpit once served as the central hall and north wing of Mandaleat Court, seat of administration for Vieland’s former counts. During the hall’s demolition, workers discovered strange acoustic properties beneath the dome that caused their voices to echo back in unpredictably angelic or demonic tones. Charmed, the ruling council had the remaining structure preserved as a museum of local history and offices for councilors.Yet some claim it wasn’t the haunting echoes that preserved the old court, but rather the discovery of secret basement reeking of brimstone and adorned with trappings of Osirion mysticism.
Aside from its faculty’s advances in the understanding of anatomy and medicine, the school is also known for its numerous dueling fraternities, brotherhoods like Gateguard and Malkenclaw that pride themselves on teaching the artistry and honor of swordsmanship. Before graduation, fraternity members meet, unarmored, upon Fifthstones Hill (the city’s southern rise), and duel their fellows one at a time until cut upon the face. Such “Lepidstadt scars” are held as marks of pride and prowess recognized by duelists throughout the world.
Brazen Skull: A favorite pub of members of the university’s dueling fraternities, the Brazen Skull holds the rapiers of famed alumni in places of honor upon the taproom walls, arranged in ranks like deadly tally marks. Above the hearth’s forest of trophies hangs the blade of owner Kaysia Cazynsik and a bronzed stone giant skull said to shed a single tear every time a member of one of the university’s dueling brotherhoods dies. DM's Note: Andrezi Galdana has been banned for life from the Brazen Skull for Dueling three different students from three different fraternities to the death while on it's grounds.
Varlyn Assembly and Lecture Suites |
Friday, July 5, 2013
Covenant rules and rewards
Covenant Magic
Nearly all cultures tell of mortals who
make costly bargains to obtain the aid of
otherworldly spirits, learning the secrets of their power and
partaking of their very essence. These rituals, usually
performed in secret,
were rarely recorded until now.
Covenants
Covenants are bargains struck between
mortals and
spirits, allowing the mortal to gain
some aspect of the
spirit’s power in exchange for
something that the spirit
desires. Each covenant grants a
supernatural ability
unless noted otherwise. Also unless
noted otherwise,
the save DC of each ability is equal to
10 + 1/2 patron’s
Hit Dice + patron’s Charisma
modifier. The caster level
of covenant abilities that emulate
spells is equal to the
patron’s caster level for spell-like
abilities (or its Hit
Dice, if it has no spell-like
abilities). However, because
a covenant relies on a distant spirit’s
power to maintain,
the mortal can have only one instance
of any non-instantaneous, non-permanent ability
active at one time.
A new use of the ability ends any
previous ability he has active.
Cost: Entering into a covenant
is a two-step process.
Any mortal (referred to as “the
supplicant” below) can
enter into a covenant if he can take
the appropriate feat
and provide the required components. No
spellcasting
ability is required.
First, the
supplicant must purify himself in a special
ceremony and take the appropriate
Covenant Supplicant
feat (described below). If the mortal
is a medium
attempting to form a permanent version
of the covenant
granted by his influence with a patron
from within his
influence, he need not take the feat.
Second, the
supplicant must make a ritual offering,
most commonly of wealth, to the patron
of the
covenant. Fey and outsider patrons in
particular
appreciate offerings of gold and
treasure of a useful
or valuable sort. The offering ritual
takes 1 hour to
perform. The offering required is based
upon the grade
of the covenant, as indicated below. If
the patron is
offering the covenant as part of a
spell or bargain with a
gp cost, such as lesser planar ally,
subtract the cost of the
spell or bargain from the cost of the
covenant (but not
from the cost of the purification
ceremony required to
take the feat).
• Least: 250 gp per Hit Die
of the patron (ex: art,
coins, rare spices, potions, minor
scrolls).
• Minor: 500 gp per patron HD
(ex: art, uncommon
jewels, minor wands, major scrolls).
• Major: 1,000 gp per patron
HD (ex: rare jewels,
minor permanent magic items).
• Greater: 2,000 gp per
patron HD (ex: exquisite
nonmagical treasures, medium magic
items).
• Superior: 4,000 gp per
patron HD (ex: major magic
items).
Both the cost of the ritual offering
and the cost of the
purification ritual (see individual
feats) must be paid for
the covenant to be successful.
Covenant Supplicant
Feats
The following feats can be selected by
any character or creature willing to make the
additional sacrifices
(monetary, roleplaying, or otherwise)
necessary to make
a covenant with an otherworldly source.
Characters
with the medium class have the option
to make a trance
covenant permanent through their
influence class ability
do not need to take the feats below.
Least Covenant
Supplicant
Through rigorous occult study,
spiritual devotion, or sheer
desperation, you have readied your soul
to enter into a
covenant with a spirit by paying the
appropriate cost.
Prerequisites: Must
perform a purification ritual taking
8 uninterrupted hours and requiring
rare incense, oils,
herbs, and other costly components
worth 300 gp.
Benefit: You can form one
least covenant with a spirit. If you are a medium, you may form
covenants outside your influence. You must still pay the cost
of the covenant. In addition, so long as you do not have
a covenant
associated with this feat, fey,
outsiders and undead with
an Intelligence of 6 or higher have
their starting attitudestoward you improved by one step.
Special: You can
gain this feat more than once. Each
time, you may make an additional
covenant. You cannot
gain the same covenant more than once,
although you
may form multiple covenants with the
same patron.
Normal: You cannot form
covenants unless you are a
medium. A medium can only form
covenants that he
can simulate with his trance.
Least Covenants
• Dark Arcana I: You can use a
1st-level arcane spell as
a spell-like ability 3/day.
• Diabolic Assistant: Gain a
fiendish, resolute, or
similar servant from the summon
monster list that
you can summon 1/hour.
• Elemental Weapon: Your melee and
ranged weapon
attacks deal energy damage.
• Frightful Violence: Cause enemies
caught unprepared
by your attacks to become shaken.
• Gift of Glory I: Gain a +2
enhancement bonus to an
ability score or two.
• Gift of Skill I: Gain a moderate
competence bonus
on three skills.
• Heavenly Blade: Create a magic
sword of pure
justice.
• Imbued Armor I: Add lesser
magical enhancements
to a suit of armor you own.
• Seelie Friendship: Gain an ally
from the summon
nature’s ally list that you can
summon 1/hour.
• Spell Secrets I: Gain a bonus
1st-level spell known
and spell slot; at 13 patron HD, gain
another of 2nd
level.
• Stolen Heart: Charm person 3/day,
permanently if
the target has fewer than half patron’s
HD.
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